I need to have one object that is always visible/rendered (a lens flare, to be exact). I don't want to set the camera far plane to the maximum possible distance between camera and the sun (performance ...

I want to match 1:1 the 3ds max camera render with my 3d engine (DirectX 11, C++).
I believe that my mesh exporter (coded with MaxScript) works fine, I see the right shapes.
But something about the ...

I am following this article and have implemented it exactly as described:
http://http.developer.nvidia.com/GPUGems3/gpugems3_ch27.html
The problem is that things are only blurred when the camera is ...

I have a camera at position P, and a normalized direction vector D (where the camera is facing). I want the target of the camera to be 5 units forward from the position. Here's my attempt:
F = (0, 0, ...

transform.position = Camera.main.WorldToScreenPoint( new Vector3( origin.position.x, origin.position.y, origin.position.z ) );
I have this code on a Unity 4.6 UI object. The origin is some transform ...

So a friend and me, we are currently making a game in C# using XNA. We are trying to get the camera to move in full pixel motion, but we just don't get it right. This concept is hard to explain, but ...

I want to create a game similar to binding of isaac, a slightly angled top-down 2D game. In binding of isaac, the character moves and shoots along a 4-way path, so when he is shooting towards East, ...

I'm working on a game in Java, and I'm having some trouble with finding the correct camera position. I've already made a Rectangle that shows exactly where I want the camera to be, and at what scale:
...

For various reasons – partly educational, partly technical – I'm writing a 3D game engine from scratch, using OpenGL 3.0; aiming for Core Profile, eventually, so of course I'm using a custom matrix ...

i used orthographic camera to follow the character(player) but the problem that is my character is flipped there is no tutorials on how to fix this please help as fast as possible
here is my create ...

I'm starting to see how box2d works now, except I dont know how to scale the screen to diffrent screen sizes and how i can convert Sprite sizes to box2d units. I know box2d uses meters and such, but ...

I'm having an issue with the screen on iPhone4s. I calibrated the camera's viewport size depending on the screen resolution. This has given me buggy results on the 4s since ther e is a black stripe of ...

I'm reading the following document, and on page 3 it says:
The first thing to notice is that the desired projection on the screen
does not change with view direction. That is, whether the screen is ...

I'm implementing arcball camera rotation, whereby a camera is looking at a coordinate and rotates around it in the x-axis or the y-axis such that the camera is circulating around it; the y-axis will ...

I have an orthographic camera that looks like this:
I create 2d polygonal meshes that have uniform z values in their vertices. I use Camera.ViewportToWorldPoint() to map these viewpoint vertices to ...

I understand that camera and viewport are important to keep virtual measurement units and handle different aspect ratios and resolutions when building games with worlds bigger than the screen (e.g. ...

I decided to use Libqglviewer and the simple camera example to have a basic camera setup and play with fragment shading. I have not much experience in OpenGL but I have made my way through it.
I have ...

we want to port camera code from cocos2d-x version 2 to version 3.3 with the goal
to imitate the behaviour of a CCCamera in cocos2d-x version 2 exactly.
You can assume that values for "eye" and "up" ...

I am taking a course in computergraphics and we talk a lot about OpenGL and the math you need to do everything OpenGL does "by hand". A Question which was asked in an old exam (I am preparing at the ...

How do I keep the sprites in my game nicely pixelated on screens of all sizes and resolutions? I use nearest-neighbor texture filtering when resizing pixels, but this works well only at really high ...

I am new in OpenGL, I am making a game in 2D and I want the camera to follow the character.
I started with gluLookAt() but I read that I could just move the matrix with glTranslatef() and It should ...

RotMG, an MMO top-down shooter, takes on a unique 2d-3d style, and has an intriguing camera;
The game is obviously 3d, not simply isometric, and if you play the game and turn on camera rotation you ...

So basically this is a problem I've been having since forever. I implemented a Camera System, it works fine but somewhere around the center (0, 0, 0) of the world it doesn't work. Actually it works, ...

I recently followed the tutorial at PaulsProjects on shadow mapping. After finishing the tutorial all of my textures seemed to have vanished, then I moved my camera and the texture reappeared. But the ...

I have a simple zoom feature which lets the user zoom in and out. I'm having an issue how ever when i zoom out the object gets smaller to the point that the boundaries become broken.
The idea is the ...

I have a simple camera that always stays a set distance behind and above the player. Mouse-on-screen coordinates are used to do Pitch and Yaw, and the keyboard is used to roll. I get how to position ...

I am implementing a camera in opengl for an android game and am having problems getting the pitch/yaw/roll of the camera correct. I have read many tutorials on quaternions and have implemented a basic ...

I need to combine both camera that follows the player and the camera shake effect in the same moment. The problem is in that, if I make the shake effect for the camera, then the camera doesn't follow ...

I'm trying to program camera movement to be relative to camera rotation. (Forward is always forward, regardless of pitch, yaw, and roll)
I want to be able to move forward, backward, left, right, up, ...

I have this problem where I split my big world into chunks and I don't know how to draw it into my game camera's view. Each world chunk has its own coordinate system, so when object reaches border of ...

I'm working on a 2D fighting game (using SDL) much like the original Killer Instinct on SNES. I want the camera to keep both players an equal distance from the left and right sides of the viewport. ...

I would like to ask about how vertical camera movement should be handled in a platformer in which the player changes his Y position frequently. For the past two days I've tried to adjust the camera ...